Herbalism Items

Originally appearing in Dragon Magazine #119, “Is There a Doctor in the Forest?” by John Warren.

These 7 items can be crafted by those using the herbalism kit.

Burn Balm, 25 gp, –

This unguent for treating minor burns is made from cream and honey. It restores 1d4 hit points of damage that has been taken from either natural or magical fire.

Banisher of Fear, 20 gp, –

This tincture is a compound of mushrooms and plant sap that is a mild sedative that gives advantage on saving throws that cause the frightened condition. A single dose lasts 1d6 rounds. A character under the influence of this compound will not initiate hostilities, but will fight normally when attacked or when directed to do so by other members of the party.

Unless the user makes a DC 5 Constitution saving throw, they immediately fall unconscious and stay that way until the effects wear off. Stimulants like an odor of wakefulness (see below) work temporarily to awaken a character under these effects, but the character returns to sleep during the next round.

Itching Powder, 50 gp, –

This compound, made from flower pollen, causes any creature coming in contact with it to itch violently, resulting in the stunned condition. When you use an action to throw the dust into the air, each creature and object within 10 feet must make a DC 15 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Wine removes the powder, while water only makes its effects more pronounced, causing the target to make its save with disadvantage.

Mask of Clear Air, 25 gp, 1 lb.

Peach pits are charred to make a charcoal-like substance, which is then crushed and placed into loosely woven, flaxen bags large enough to cover the nose and mouth.

When faced with gas or smoke, you can cover your face with these masks to gain advantage to their saving throw

against any ill effects. Straps are sometimes attached to hold the bags over a character’s face for an extended period of time. However, while the bag is in place, the character attacks with a -1 to hit. The powder remains effective for 1 hour.

Odor of Sleep, 100 gp, –

Anyone breathing the fumes of this primitive ether will become drowsy, insensitive to pain, slightly dizzy, and, for a

period of three rounds, will attack with disadvantage.

Both the liquid and gas are explosive; if used in a confined area where there is an open flame, the gas causes an explosion that does 6 (1d6+3) points of fire damage to anyone within 20 feet. This quality should be kept in mind in the event of accidental breakage of the vial.

Odor of Wakefulness, 10 gp, –

These come in small vials wrapped in cloth. Breaking open vial of odor of wakefulness under the nose of an unconscious target results in an immediate return to consciousness.

Parasite Repellent, 25 gp, –

Made from animal fats, herbs, and swamp gas, this compound causes all blood-drinking parasites to avoid the wearer. If desperate enough to attack the user, these parasites do so with disadvantage. The repellent is slightly soluble in water, so it can be used to discourage leeches and lampreys. On land, an application lasts 3 hours; in water it has to be readministered after 1 hour.

Due to its odor, this repellent is not a popular item. Anyone using it makes all Charisma checks with disadvantage. The repellent can be removed by washing with at least two skins of wine.